SquigglyFrog Posted January 18, 2021 Report Share Posted January 18, 2021 (edited) Hey all, So in this project I'm working on, I'm using spriterdotnet for unity, plus the new 2d lighting system. Which, works great, to a point. So for setup, we have a spriterObject (in this case a mouse) and on him is a PointLight2D, as in this screenshot: https://ibb.co/VLTyKpM That's how he should look, and as long as its a normal windows build, that's how it stays. I can run around the area, the light stays with him. But after switching to an android build, and running around, as soon as I move the character, the lighting on the spriter sprites vanishes. It still illuminates the tiles underneath, but the lighting on the sprite itself is gone. See this img: https://ibb.co/0JDR5Lr This only happens after switching to android build, and it does the same thing on the phone, and in the editor. Switch back to the windows build, the lighting stays on the sprites as expected. In the same GameObject, disabling the spriter object, and putting a standard sprite there, the sprite lights perfectly. Already checked sorting layers, etc. Which shouldnt be an issue anyways, since it works fine on a windows build. It even loses its lighting when not playing any animation at all, but just the generic unanimated drug and dropped prefab. And it's really odd that its lit at beginning, but as soon as its moved, it loses the lighting. Any thoughts? ideas? Help? Edited January 18, 2021 by SquigglyFrog added images Quote Link to comment Share on other sites More sharing options...
SquigglyFrog Posted January 18, 2021 Author Report Share Posted January 18, 2021 Even more interesting, the pupils continue to receive light, the rest of the body does not. and aside from the order in layer, nothing is different between any of the sprites that make up the mouse... Quote Link to comment Share on other sites More sharing options...
SquigglyFrog Posted January 18, 2021 Author Report Share Posted January 18, 2021 And apparently in a windows build, setting the localtransform of a spriter object to a vector2, does exactly what you would think. but on an android build, killed the lighting. Changing the flip to use a vector3 fixed it. It's really oddball tho that it only affected the android platform though.. Quote Link to comment Share on other sites More sharing options...
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